Added BoneAttachment component
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@@ -0,0 +1,29 @@
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#ifndef BoneAttachmentSystem_h__
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#define BoneAttachmentSystem_h__
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#include "GLM.h"
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#include "Common.h"
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#include "Core/System.h"
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#include "Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/Skeleton.h"
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//Needs to be a higher orderlevel than AnimationSystem
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class BoneAttachmentSystem : public PureSystem
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{
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public:
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BoneAttachmentSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("BoneAttachment")
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{
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}
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~BoneAttachmentSystem() { }
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& BoneAttachmentComponent, double dt) override;
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private:
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};
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#endif
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@@ -82,17 +82,19 @@ public:
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int GetBoneID(std::string name);
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
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void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
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void PrintSkeleton();
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void PrintSkeleton(const Bone* parent, int depthCount);
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std::map<std::string, Animation> Animations;
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glm::mat4 GetBoneTransform(const Bone* bone, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, glm::mat4 parentMatrix);
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int GetKeyframe(const Animation& animation, double time);
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private:
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std::map<std::string, Bone*> m_BonesByName;
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int GetKeyframe(const Animation& animation, double time);
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};
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#endif
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